To render images at interactive framerates, engines have to approximate the behavior of real world phenomena – such as shadows – rather than simulating them.
We’ve mentioned in a recent blog post how maintaining presence is key in virtual reality systems. Rendering applications at high framerates (60, 90 or 120
At the end of January, I was at the ISART Digital in Paris to join a panel discussion titled New Graphics APIs discussion panel at
Knowing where to look for help is half of the battle when it comes to optimizing your application. This blog post is intended to ease
As part of our PowerVR SDK v3.3 development, we chose to refine navigation in PVRTraceGUI – our OpenGL ES analysis utility. This work consisted of
Since its release, our PowerVR Graphics SDK and Utility roadmap has always been strongly influenced by the developers that use it – both indie and
As the CPUs and GPUs in mobile devices have become more powerful and devices with one or more high-resolution screen have become ubiquitous, the demand
So far in this series, I’ve described what PVRTrace is and outlined the core features of PVRTraceGUI. In this post, I’ll detail the advanced features of
PVRTraceGUI makes OpenGL ES debugging easy. In this post, I’ll detail the core features of the tool and explain how they can be used to
PVRTrace – the PowerVR OpenGL ES analysis tool inside the PowerVR Graphics SDK – simplifies the process of identifying errors, redundancies & performance bottlenecks in
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